04 Bevel Cut Triselect tools in Unreal Engine 5 6 Modeling Solving Polygroup data missing issues
Автор: Sudheendra S G
Загружено: 2025-06-06
Просмотров: 314
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Reloading and Editing the Chair
After re-opening the project, the chair created as a static mesh lost polygon selection capability.
Solution:
Use PolyGroup Edit to continue editing with face/edge/vertex tools.
Recommendation: Use Dynamic Mesh for editable models across sessions.
🔹 Rebuilding Chair Using Dynamic Mesh
Recreated the simple chair model with:
Seat: 50×50×10 cm
Legs: Extruded 4 legs using Insert Loop and Extrude
Armrests and backrest: Created using Push/Pull, Cut Tool, and Offset
🔹 Advanced Edge Operations
Introduced Cut Tool to manually slice geometry across irregular faces.
Demonstrated Insert Loop combined with Move Edge Tool for precise height adjustments.
🔹 Bevel Tool Explained
Created a test box to demonstrate bevel:
Bevel distance controls the roundness of an edge.
Subdivisions increase smoothness.
Applied bevel on chair legs and armrest edges to round sharp corners.
🔹 Working with Edge Loops & Edge Rings
Used Edge Loop and Edge Ring options under PolyGroup Edit- Edge Mode.
Enabled easier mass-selection of edge loops and adjusted them for refinement.
🔹 Push/Pull vs Delete
Used Push/Pull instead of delete to avoid normal and shading issues.
Cutouts and armrest gaps were created with Push/Pull for clean geometry.
🔹 TriSelect Tool (Triangle Selection)
Enabled brush-based selection for triangles.
Demonstrated reducing chair height by selecting and moving triangle sets.
🔹 Finalizing and Saving the Chair
Used XForm - Duplicate to copy the dynamic chair.
Used Convert to convert the duplicated dynamic mesh into static mesh.
Saved final mesh as SM_SimpleChairCompleted for reuse across levels/projects.
🔚 Conclusion and What’s Next
Fully modeled a clean, reusable chair with detailed editing tools.
All tools in the Select tab explored.
Next session will cover:
XForm (Transform)
DForm (Deform)
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